Magic Spells
FIRE ELEMENT spells are ranged techniques that burn their targets over time. They can singe, cook, or even cauterize wounds.
Fire ~ Requires one fire element, costs 5 MP. Launches a fireball which injures on impact and continues to burn 10% damage for one additional turn.
Fira ~ Two fire elements, 5 MP. Launches a more potent fireball that burns 20% damage for two additional turns.
Firaga ~ Three fire elements, 5 MP. Launches a highly volatile fireball that doubles die roll on impact and burns 25% damage for three additional turns.
ICE ELEMENT spells can cool or freeze targets. Good for everything from controlling flames to chilling your drink.
Blizzard ~ Requires one ice element, costs 6 MP. Creates a freezing-temperature area that slows targets’ movements for one additional turn.
Blizzard ~ Two ice elements, 6 MP. Creates a freezing-temperature area that adds 10% damage upon impact and slows targets’ movements for two additional turns.
Blizzaga ~ Three ice elements, 6 MP. Creates a larger freezing-temperature area that adds 20% damage upon impact and paralyzes targets for two additional turns and a third of sluggishness.
THUNDER ELEMENT spells are quick, powerful, mid-range electric jolts that can stun foes and power small machines. However, certain conditions may render these spells useless or even counterproductive.
Thunder ~ Requires one thunder element, costs 8 MP. Generates a bolt of lightning that stuns a single target for one additional turn.
Thundara ~ Two thunder elements, 8 MP. Generates a large bolt of lightning that adds 10% damage on impact and stuns targets for two additional turns.
Thundaga ~ Three thunder elements, 8 MP. Generates many large bolts of lightning over varying range and area that adds 25% damage and stuns each target for two additional turns. Stun lasts three turns if several bolts converge on one target.
CURE ELEMENT spells are strictly for healing, if the name doesn’t give that away. These are great to have around for obvious reasons, but the steep MP cost prevents repeated use.
Cure ~ Requires one cure element, costs all MP (at least 50% max). Restores 25% of caster’s max HP.
Cura ~ Two cure elements, all MP (at least 50% max). Restores 50% of any target’s max HP.
Curaga ~ Three cure elements, all MP (at least 50% max). Restores 50% of multiple target’s max HP.
AIR ELEMENT spells create gusts of wind that disrupt inertia. They can blow some objects into the air and deflect others without sacrificing offense.
Aero ~ Requires one air element, costs 5 MP. Tumults of wind protect caster from cumulative damage equal to half their defense until their next turn.
Aera ~ Two air elements, 5 MP. Tumults of wind protect any target from damage equal to the caster’s defense until their second following turn.
Aeroga ~ Three air elements, 5 MP. Tumults of wind protect any target from damage equal to double the caster’s defense until their third following turn.
REFLECT ELEMENT spells create shields that redirect whatever hits (good or bad), but can only take so much stress. Physical and magic projectiles alike are returned from whence they came to do potential damage (note that direct physical assaults would be automatic damage).
Reflect ~ Requires one reflect element, costs 5 MP. Hemispherical barrier about caster negates damage equal to caster’s magic (atk. & def. rolls negated) - anything less is deflected for no damage to enemy.
Reflecta ~ Two reflect elements, 5 MP. Spherical barrier about caster negates damage equal to caster’s magic plus def. die roll - anything less is reflected for half original damage on enemy.
Reflectga ~ Three reflect elements, 5 MP. Spherical barrier about any target negates damage equal to caster’s magic plus 2x def. die roll - anything less is reflected for full damage on enemy.
MAGNET ELEMENT spells magnetize targets to draw them together or disrupt electric/magnetic fields. Especially effective against naturally magnetic objects. Keep in mind these spells inherently DO NOT INFLICT DAMAGE.
Magnet ~ Requires one magnet element, costs 15 MP. Clusters targets togeher and hinders their movement during their next turn.
Magneta ~ Two magnet elements, 15 MP. Clusters or repels targets over a wider area and hinders their movement during their next turn.
Magnega ~ Three magnet elements, 15 MP. Targets over a wide area can be clustered toward or repelled from their center. Naturally magetic materials may also be maneuvered with dexterity
GRAVITY ELEMENT spells are simply devastating to enemies. They can drag targets to the ground and hold them while dealing massive damage and can utterly crush unstable objects.
Gravity ~ Requires one gravity element, costs all MP (at least 50% max). Paralyzes a single target and wrings 10% of their remaining health.
Gravira ~ Two gravity elements, all MP (at least 50% max). Paralyzes targets in a small area and wrings 25% of their remaining health.
Graviga ~ Three gravity elements, all MP (at least 50% max). Paralyzes targets in a small area and wrings 50% of their remaining health.
TIME ELEMENT spells completely freeze time for targets. Conscious targets won’t even realize they were frozen and all that happened during their limbo will simultaneously occur when it ends.
Stop ~ Requires one time element, costs all MP (at least 50% max). A single target will completely cease action during their next turn.
Stopra ~ Two time elements, all MP (at least 50% max). A single target will completely cease action during their next two turns.
Stopga ~ Three time elements, all MP (at least 50% max). Several targets in a group will completely cease action during their next two turns.